I am using Unity 2017.3.1 and have recently updated xcode to 9.2. I am trying to automatically sign and I am getting the following errors.

fccore.bundle has conflicting provisioning settings.
fccore.bundle is automatically signed for distribution, but a conflicting code signing identity iPhone Distribution has been manually specified. Set the code signing identity value to "3rd Party Mac Developer Application" in the build settings editor, or switch to manual signing in the project editor.

However when you export the game from Unity I noticed there is a iOS setting for the Identification: Automatically Sign (checkbox) then there is a iOS Provisioning Profile (Browse) and Profile ID. I don't remember these been there before? Do you?

So maybe the issue comes from Unity after all? If so it should be reported. I'm also curious if previous Unity versions still work, in that case the issue would probably come from Unity.

However when you export the game from Unity I noticed there is a iOS setting for the Identification: Automatically Sign (checkbox) then there is a iOS Provisioning Profile (Browse) and Profile ID. I don't remember these been there before? Do you?

So maybe the issue comes from Unity after all? If so it should be reported. I'm also curious if previous Unity versions still work, in that case the issue would probably come from Unity.

Click to expand...

Looks like you have updated xcode like I did.

It came in in version 8. Can you check your version and last updated. Probably find this on the app store.

I didn't mean xCode. I ment Unity. Usually I've handled provisioning profiles and signing in xCode and didnt do any of that in Unity. Now I noticed you can add provisioning profile in Unity when you export the game. I wonder if Unity is breaking the build signing. I dont remeber if you could add provisioning profile inside Unity before. Anyway Ive tried everything for a week now. This issue is getting hopeless.

Tony, I was thinking. What do we both have in common that all the other users who don't have this issue don't have? Why does this only happen to us? Are we the chosen ones for this issue. Well.. the solution was in your first sentence "I am using Unity 2017.3.1". So was I.

I just installed older random patch Unity 2017.2.1p2. Made new project called Cube and made a scene with just a cube. I build it with Unity, installed to iPad, archived and then the Validate... IT WORKS! Well.. almost, in the end it just says that I have no ID for any Cube app but that's not the issue since this was just a test. It goes past the part with the error before.

So Unity did this all a long while we were trying to fix this on the xCode/Apple end.

Now I'm trying to downgrade my game to previous Patch from 2017.3.1 the 2017.2.1p4. I've read that Unity can downgrade projects. If not, I quess I just rebuild all the scripts and images etc. by hand. I have build most of the game with this broken 2017.3.1 version so I hope the downgrading works and after that I could finally continue doing something productive. If I finally get this game to App Store I'm going get out of the house and grab a beer, lol.

hello,
here is the same.... had same issue...
search & found this....
remove the Unity Recorder and it works....
is there a way to exclude the Recorder from build?
I don't like to remove it every time I build for iOS...?
thx
M.

Making games is quite fun and rewarding but dealing with 3rd party services is as fun as pulling teeth. The recorder plugin was causing this issue for me too and it took me almost a full day to randomly come across this post after trying everything else that I could think of and/or find.

Making games is quite fun and rewarding but dealing with 3rd party services is as fun as pulling teeth. The recorder plugin was causing this issue for me too and it took me almost a full day to randomly come across this post after trying everything else that I could think of and/or find.